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The CS is Carthage, which has a pretty nice suzerain bonus. Worth noticing Russia has a TR ability, though I need to be behind to make it work, so perhaps not that great. Well, who knows how the game will unfold, right. I wonder if ahead mean number of civics/techs or missing civics/techs...
Never seen the quest before, clear a barb outpost within 5 tiles. Should be doable! Does this mean the outpost already exist, I wonder...
The military hammers also help with the scout and builder/settler, I think, so I'm pretty happy. I should have made some maths, but just went with the tile config that could grow in 4 (fastest) and have the scout in 3, which is decent. I'm more and more inclined to go for a settler as second build.
Carthage is on a river as well, so pretty nice conquest target. I forgot to see if the tooltips revealed any resources that the city has.
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So, lurkers, no comments, huh? I guess I shall start writing my reports remembering every minor detail of the game mechanics every other turn to stuff it like a foie gras'd duck's liver? And repeating my micro plans every turn so you can see all my hard-earned, raw and sweaty cogs? Or detailing how it gives me physical pleasure to chop wood into walls and see it mellowly overflowing into my next queue, after queue, after queue?
Perhaps then I'll have a hundred thousand view thread.
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Well Im not dedlurking, but my gut instinct would have been to scout in a big circle with the settler to take advantage of the increased sight. You could have fortified the warrier to ensure you remembered where sip spot was. Not much experience with the game reaching this far turnwise. But those quest all refer to a specifick camp allready spawned.
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Heh....it took me a while to get used to lurker silence in these things too. If you feel lonely just watch your thread's view count.
Of course, if you want to outline exactly how you'll micro a warrior to 39/40 cogs to chop overflow into a settler as your second action on turn 26 please don't forget the path your builder is going to take to get there.  (In all seriousness though, that does help us less experienced players by illustrating the thought process behind it).
Regarding your question about the CS quest, the barbarian camp already exists. Just have to find it before the city state is able to take it out.
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(March 14th, 2018, 10:37)SadGit Wrote: Well Im not dedlurking, but my gut instinct would have been to scout in a big circle with the settler to take advantage of the increased sight. You could have fortified the warrier to ensure you remembered where sip spot was. Not much experience with the game reaching this far turnwise. But those quest all refer to a specifick camp allready spawned.
The bolded part cracked me up.
Thanks for the info about the quest. I wonder what happens if someone else clears the camp. Do I lose the quest, do I fulfill it? Is it replaced?
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If someone else clears the camp you'll lose the quest and it won't be replaced until the next era.
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(March 14th, 2018, 11:04)suboptimal Wrote: If someone else clears the camp you'll lose the quest and it won't be replaced until the next era.
Thanks. By the way, I'll see what I can do about being more thorough with my plans, but the truth of the matter is that I don't plan very much, I only think I should be planning.
What occured to me earlier is that Russia's TR ability fits well with deep beelines into the tech tree (meaning less, but more expensive techs as target). And you know what is an interesting deep beeline? Cossacks! Food for thought.
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(March 14th, 2018, 13:19)Ichabod Wrote: (March 14th, 2018, 11:04)suboptimal Wrote: If someone else clears the camp you'll lose the quest and it won't be replaced until the next era.
Thanks. By the way, I'll see what I can do about being more thorough with my plans, but the truth of the matter is that I don't plan very much, I only think I should be planning.
Hey, if not formally planning has worked in the past no need to change now.
One thing I did find in the PBEMs was that by putting my plans into reports (and then hashing them over in later posts) it helped me on the economic side of things.
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Hey, I love your comments on my threads! Makes me feel not so lonely - I guess I should return the favor. There's just not a lot to ask about yet - move the warrior, click next turn, etc.
Even if you don't make formal plans, I'm curious what your general gameplan is to win the game. Tech to Cossacks and victory, like PBEM2? Try and do something interesting with faith and religion? Use the extra great people for a crazy cultural push? Russia is a strong civ - much stronger than England :P - and you have so many choices!
Of course, your opponents are strong, too...
March 14th, 2018, 18:33
(This post was last modified: March 14th, 2018, 18:34 by Alhambram.)
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(March 14th, 2018, 13:19)Ichabod Wrote: (March 14th, 2018, 11:04)suboptimal Wrote: If someone else clears the camp you'll lose the quest and it won't be replaced until the next era.
Thanks. By the way, I'll see what I can do about being more thorough with my plans, but the truth of the matter is that I don't plan very much, I only think I should be planning.
What occured to me earlier is that Russia's TR ability fits well with deep beelines into the tech tree (meaning less, but more expensive techs as target). And you know what is an interesting deep beeline? Cossacks! Food for thought.
You can always check my PBEM 2 thread, I did start beeline Military Science there after when I signed 3rd DoF with Woden (around turn 120, before that no beeline, just grabbing all techs), because I wanted to get Cossack when that DoF ended.
I did finish Military Science which was an industrial tech earlier than classical tech mathematics which leads to education/universities in PBEM 2.
And I did make good use of TR Ability, especially with Woden as neighbor who was 6 or more tech ahead of me and all that routes to his cities was put at good use by Cossacks later.
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